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Animatronic Salvage __FULL__



Salvaging is one of the major mechanics in Freddy Fazbear's Pizzeria Simulator. It is an optional section that occurs on the first four nights after the management phase, in which the player can throw away or salvage the animatronics. These animatronics are Molten Freddy, Scraptrap, Scrap Baby and Lefty.




Animatronic Salvage



Each animatronic that can be salvaged was found in the back alley. After Henry explains what options are open to the player, they can either proceed with the salvage or throw it back into the alley. If the player decides to throw an animatronic away, the entire phase will be skipped. This means the animatronic will not appear as a threat during the management portion, but the player will miss out on the salvage income. Additionally, throwing out even a single animatronic will lead to the bad ending, as they are reprimanded for failing one of their most important duties.


If the player decides to salvage the animatronic, the Salvage section begins immediately. This process is simple; Henry will play one out of five audio prompts through the tape, to which the player will be asked to monitor the animatronic for signs of movement or other responsiveness, and afterwards fill out the salvage report. This is done by checking any of the three boxes, "Yes", "No", or "Unsure", on the form itself, based on whether or not the animatronic responds.


When the player puts down the salvage report, regardless of answers or audio prompts, there is a chance the animatronic may have moved. There are three states: Neutral, where the animatronic begins the salvage; Attentive; and Hostile. However, the player can protect themselves with a taser, which will reset the animatronic to its "Neutral" state. This can be safely done a maximum of three times, but more will damage the animatronic and reduce the salvage income. The Salvage is considered successful if the form is completed and all five prompts are played, after which the player will have the salvage reward added to their income for the next day.


If an animatronic is in its Hostile state, it has a chance to jumpscare the player at any given moment, immediately ending the salvage in failure, and causing a screen saying "You lost the salvage. And something is loose in your pizzeria..." to appear after the initial jumpscare. If the player is jumpscared by a Hostile animatronic, the salvage fails and no income is gained. Whether the salvage ends in failure or success, the animatronic will now show up in the management section of gameplay as an additional threat.


There is a chance that buying marked down items will contain a unsalvaged animatronic (whether their night has not yet come, or if the player threw them out). If this happens, the animatronic immediately becomes active as a threat during the management segment; additionally, during the animatronic's Salvage segment, the animatronic will be replaced with a crude cutout of a winking smiley and a sign reading "There's No One Here (I'm Already Inside)", with the only option being to throw it out, without salvage income. In the "Rare Finds Auction" catalog, Lefty can be immediately purchased for $5. This will immediately make it active as a threat, and will cause the player to miss out on the opportunity for $5000 that can be gained for salvaging him.


Should the player opt to salvage all of the animatronics (or have allowed them all in through other means), the game will continue to the true ending at the cost of a higher difficulty during the management phase due to the ever-increasing number of hostiles roaming the vents. It only matters that all four animatronics are active in the management phase by the game's final night.


The salvageable animatronics are Molten Freddy, William Afton, Scrap Baby, and Lefty, in that order. As Henry says during each salvage, each animatronic was found in the Back Alley. After he explains what options are open to the player, they can either proceed with the salvage or throw it back into the alley.


If the player decides to throw an animatronic away, the entire phase will be skipped. This means the animatronic in question will not appear as a threat during the management portion, but the player will miss out on the salvage income. Additionally, throwing out even a single animatronic will lead to the termination of the player at the end of the game (considered the "bad ending"), as they are reprimanded for failing one of their most important duties.


If the player decides to salvage the animatronic, the Salvage section begins immediately. This process is simple; Henry will play one out of five audio prompts through the tape, and the player must check one of the responses on the form itself based on whether or not the animatronic responded to the stimuli. (In truth, the animatronics will only react to the player looking away, never to the prompt itself. However, the tape will only continue once the player has brought up and put down the form after each audio prompt.)


When the player puts down the salvage report, regardless of answers or audio prompts, there is a chance the animatronic may have moved. There are three states: Neutral, Attentive, and Hostile. The animatronic begins in the Neutral state, but may change its state when the checklist is raised. If an animatronic is in its Hostile state, it has a chance to jumpscare the player at any given moment, immediately ending the salvage in failure. However, the player can protect themselves with a taser, which will reset the animatronic to its Neutral state. This can be safely done a maximum of three times, but more will damage the animatronic and reduce the salvage income (but has no penalties otherwise). The Salvage is considered successful if the form is completed and all five prompts are played, after which the player will have the salvage reward added to their income for the next day. If the player is jumpscared by a Hostile animatronic, the salvage fails, no income is gained, and a screen will appear saying, "You lost the salvage. And something is loose in your pizzeria..." Whether the salvage ends in failure or success, the animatronic will now show up in the management section of gameplay as an additional threat.


Should the player opt to salvage all of the animatronics (or have allowed them all in through other means), the game will continue to the true ending at the cost of a higher difficulty during the management phase due to the ever-increasing number of hostiles roaming the vents. Failing a salvage does not matter, only that, through one means or another, all four animatronics are active in the management phase by the game's final night.


There is a chance during the catalog segment of gameplay that certain items may be marked down with a quality of "Poor" or "Terrible." In addition to having higher-than-normal liability, buying any of these items has a chance (based on condition; worse condition raises the risk) that the item will contain one of the unsalvaged animatronics (whether their night has not yet come, or if the player threw them out). If this happens, the animatronic immediately becomes active as a threat during the management segment. Additionally, during the animatronic's Salvage segment, the animatronic will be replaced with a crude cutout of a winking smiley and a sign reading "There's No One Here (I'm Already Inside)", with the only option being to throw it out. No salvage income can be earned in this case. The items that may contain the animatronics are the Discount Ball Pit (Molten Freddy), Nedd Bear and Pigpatch (William Afton), and the stage (Scrap Baby). Lefty can be purchased for $5 in the "Rare Finds Auction" catalog, but will cause the player to miss out on the opportunity for $5000 that can be gained for salvaging him.


When salvaging, the animatronics will walk around the map and collect some Parts. They can be sent as long as the player wants, and can be recalled to return the animatronics to the Workshop. The player can also send the animatronics to one of their friends. If the animatronic is successful attacking their friend, the player will be rewarded some parts.


Should a player's level far exceed the requirements for an animatronic to appear on their map (for example, Freddy Fazbear spawning at Level 3), they will enter a permanent rampaging state whenever they are found on the map naturally. They are much faster in their movements and charges, and require much faster reactions to avoid taking damage.


The player can insert different types of CPUs inside their animatronics. Depending on which type of CPU is used, the animatronics will behave differently when attacking. The CPU will also determine the audio that plays during the encounter (example; Toy Freddy with a Springtrap CPU will cause him to use Springtrap's lines).


The player can get CPUs as another rare bonus upon defeating the animatronic who it belongs to. These cannot normally be bought in the Shop, but they may show up during a special event, usually only for the animatronic(s) featured during it.


MODs are unlockable throughout the game. They are able to upgrade the animatronics by different ways, depending on which kind of MODs is used. Four MODs can be used in an animatronic. These MODs can also be sold for parts.


In the film, Salvage Bonnie is somewhat of an urban legend in Fazbear's frights, attacking any animatronic he comes across. Despite his cruel and monstrous personality, Fredbear is able to recognize his friend, and tries to get through to him, to little avail.


Salvage is a similarly decomposing bear animatronic, presumed to be a decomposing Fredbear suit. Like Springtrap, it has green weathered fur and an exposed endoskeleton, with the addition of a black tophat and a heather purple bowtie.


While salvaging, the animatronics will walk around the map and gather items for the player. Most often the animatronic will return with Parts, however there is a rare chance for the animatronic to return with a MOD, or an even lower chance for the animatronic to return with an already-unowned and viable animatronic Plush Suit. The player can send their animatronics out to salvage for either 30 minutes, 1 hour, 2 hours, or 4 hours. The longer the animatronic is salvaging, the better the rewards can be. 041b061a72


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